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Those 2 second things are determined when the CD is encoded, it's adjustable, so I'm fairly certain it does abide by this, as fast as the 1X drive can, because it DOES need to re seek at the beginning of the track.

Those 2 second things are determined when the CD is encoded, it's adjustable, so I'm fairly certain it does abide by this, as fast as the 1X drive can, because it DOES need to re seek at the beginning of the track.

thats why i need to verify.

i have already fixed this in emulation, but im curious about the real hardware's default behavior.

can anyone run that test for me?
that will tell me EXACTLY what i need to know

Understanding what the pregap is for and how it works in relation of, then it's pretty safe to assume that the SegaCD is not playing audio inside the 2 second pregap for track play mode. Btw, 2 seconds is the minimum and default size; it can be larger (legally according to spec). I think the only exception would be if track play mode had an ending track # other than the start (like a normal CD player) so playing through/across tracks sequentially would include the pregap in the CDDA playback, or if the BIOS took LBA addressing or MM:SS:FF addressing argument for the starting point for CDDA playback.

Understanding what the pregap is for and how it works in relation of, then it's pretty safe to assume that the SegaCD is not playing audio inside the 2 second pregap for track play mode. Btw, 2 seconds is the minimum and default size; it can be larger (legally according to spec). I think the only exception would be if track play mode had an ending track # other than the start (like a normal CD player) so playing through/across tracks sequentially would include the pregap in the CDDA playback, or if the BIOS took LBA addressing or MM:SS:FF addressing argument for the starting point for CDDA playback.

What is it that you're trying to do, exactly?

KEGA Fusion plays the pregap as a postgap, noticable on tracks that loop. (Using a real Sonic CD, bin+cue, iso+wav, all formats)

I'm curious if real hardware does the same. youd think it wouldnt with all the trouble thats gone into marking pre/post gaps / end of tracks, etc. unfortunately im thinking real hardware is also gonna play the pre/post gap

if someone would run that Sonic CD test that i posted earlier... that will tell me exactly what i need to know.

Just a quick update - I don't have my sonic disc any longer, it would seem. I tore my loft apart looking for it and I've come to the conclusion that either the cats ate it, or it became part of a larger mess that seems to be growing daily up there... Sorry.

Just a quick update - I don't have my sonic disc any longer, it would seem. I tore my loft apart looking for it and I've come to the conclusion that either the cats ate it, or it became part of a larger mess that seems to be growing daily up there... Sorry.

ok, so KEGA fusion has a verified SEGA CD bug
this means ALL current BIN+CUE, ISO+WAV, and even home rips... are somewhat incorrect for emulator use

since PREGAP info doesnt work ~ all of the audio tracks need to be shortened by 2 seconds (some games its 1.74 seconds).

this can be done by ripping the BIN+CUE to ISO+WAV (or MP3) with IsoBuster, ommiting the pregaps.
IsoBuster is the only program i know of that can do this. cant be done from real discs, must be BIN+CUE.

i know i know, ive got balls claiming everything weve been doing for so many years is potentially wrong

id appreciate it if someone was interested in checking out my claims, trying my repair methods, and testing the results

Isn't there an extra requirement for pre/post-gaps for CD-DA located outside of the normal data range of the Sega CD? (I forget what the specific limit is . . . 50 some minutes, or maybe the full 63 minutes of early/low density CDs)

6 days older than SEGA Genesis
-------------

Originally Posted by evilevoix

Dude it’s the bios that marries the 16 bit and the 8 bit that makes it 24 bit. If SNK released their double speed bios revision SNK would have had the world’s first 48 bit machine, IDK how you keep ignoring this.

Originally Posted by evilevoix

the PCE, that system has no extra silicone for music, how many resources are used to make music and it has less sprites than the MD on screen at once but a larger sprite area?

Isn't there an extra requirement for pre/post-gaps for CD-DA located outside of the normal data range of the Sega CD? (I forget what the specific limit is . . . 50 some minutes, or maybe the full 63 minutes of early/low density CDs)

im not sure about that.

but either way i dont think pre/post gap info is ever gonna work while using "data tracks" anyway.
Steve might get it working when using a real SEGA CD in KEGA Fusion, but data (audio) tracks are gonna be another animal entirely.